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What would you like done in the DLL? I personally think that the BtS and Game Concepts should be merged into a Basic Concepts tab, and the mod-related concepts should go into an Advanced concepts tab. All of the others could be left empty and hidden. Would that require any changes to the DLL?

All I need to know is which files go to which tabs in the dll. Which means that all I need to know is the name of the file with the new BtS concepts in. I will then move them from that file into the game concepts file. Similarly I will merge the other two into one file. Then I should just be able to get rid of the screen enums for the two extras and the pedia should work. Then we can review each entry.
 
All I need to know is which files go to which tabs in the dll. Which means that all I need to know is the name of the file with the new BtS concepts in. I will then move them from that file into the game concepts file. Similarly I will merge the other two into one file. Then I should just be able to get rid of the screen enums for the two extras and the pedia should work. Then we can review each entry.

Hah, I just looked and the Game Concepts entries are kept in the main Civ 4 Folder, not in our mod folder. We'll need to move that into the mod first I suspect.
 
I mean the one that has the BtS concepts in it. I have found CIV4GameText_BTS_Fixed which I think is 3.19 ... Don't worry I'll do a search on the Civ IV and BtS text folders for _CONCEPT_ copy those files to our text folder if they are not already there and move all _CONCEPT_ entries into one or the other. That way the extra functionality of the files wont change for the strategy etc...
 
I mean the one that has the BtS concepts in it. I have found CIV4GameText_BTS_Fixed which I think is 3.19 ... Don't worry I'll do a search on the Civ IV and BtS text folders for _CONCEPT_ copy those files to our text folder if they are not already there and move all _CONCEPT_ entries into one or the other. That way the extra functionality of the files wont change for the strategy etc...

*base BtS folder*/Assets/XML/BasicInfos/CIV4NewConceptInfos.xml
 
I think I have figured out what is causing the error in my changes to the pedia. Does anyone know where the option is set that currently causes it to default to the current C2C Concepts? Since I am removing that particular entry I a getting an out of bounds style array.
 
@ DH:

I was just going over the NEW Warriors of Good and there was a few things i noticed, and a complete NEW few lines The_J put in that we dont have??

We have:
Code:
###WarriorsOfGod Monk Part2 Start ###		
	#~ strUnit = gc.getUnitInfo(unit.getUnitType()).getType()
	#~ CurrentUnit = gc.getInfoTypeForString(strUnit)
	elif (CurrentUnit == gc.getInfoTypeForString("UNIT_MONK")):

J has:

Code:
		###WarriorsOfGod Monk Part2 Start ###		
		strUnit = gc.getUnitInfo(unit.getUnitType()).getType()
		CurrentUnit = gc.getInfoTypeForString(strUnit)
		if (CurrentUnit == gc.getInfoTypeForString("UNIT_MONK")):

Now on the bottom of his new .py he has this?? Dont know if we need it or not??

Spoiler :
Code:
def cannotTrain(argsList):
	pCity = argsList[0]
	eUnit = argsList[1]
	bContinue = argsList[2]
	bTestVisible = argsList[3]
	bIgnoreCost = argsList[4]
	bIgnoreUpgrades = argsList[5]
	###WarriorsOfGod Monk Start ###
	if (eUnit == gc.getInfoTypeForString("UNIT_MONK")):
		iPlayer = pCity.getOwner()
		pPlayer = gc.getPlayer(iPlayer)
        	iReligion = pPlayer.getStateReligion()
        	if ((not pCity.isHasReligion(iReligion)==True) or (iReligion == -1)):
			return True
	###WarriorsOfGod Monk End ###
	###WarriorsOfGod Fanatic Start ###
	if (eUnit == gc.getInfoTypeForString("UNIT_FANATIC")):
		iPlayer = pCity.getOwner()
		pPlayer = gc.getPlayer(iPlayer)
		iReligion = pPlayer.getStateReligion()        		
		if ((not pCity.isHasReligion(iReligion)==True) or (iReligion == -1)):
			return True
	###WarriorsOfGod Fanatic End ###   
	return False
 
I have a problem with Barb World.

I know that there was a bug in Barb World that caused CTDs but was fixed here in C2C.

The CTD was generated when Barb unit(s) attacked a new/young city (almost always size 1 pop and always an AI city) destroyed the defender and then razed the city.

Example from an AND2.0 game with this problem:
Barb World On, when Barbs raze an AI city, especially a recently built city (size 1 pop) a CTD can occur.

Looking into PythonDbg Log, last entry was Razed Event: (city name).

Example from AND2.0 game with save posted in AND2.0 Bug thread:

PY:City Acquired Event: Duisburg
PY:City Razed Event: Duisburg

Does anyone that worked ON Barb World for C2C remember what was done to fix this?

I would like to get the fix so I can get AND2.0 fixed for this Option. But I do not know Python or where to look for this problem in AND2.0 or it's solution in C2C.

I can get by these CTDs by finding the city about to be taken by the Barbs and doing 1 of 2 things: 1. eliminate the attacking barbs or 2. upping the city size to 2. This allows the game to proceed.

The 1st isn't good for the Barb World option, the 2nd still allows the Barbs to Raze the City but not cause a CTD.

Any help would be greatly appreciated.

JosEPh :)
 
I have a problem with Barb World.

I know that there was a bug in Barb World that caused CTDs but was fixed here in C2C.

The CTD was generated when Barb unit(s) attacked a new/young city (almost always size 1 pop and always an AI city) destroyed the defender and then razed the city.

Example from an AND2.0 game with this problem:
Barb World On, when Barbs raze an AI city, especially a recently built city (size 1 pop) a CTD can occur.

Looking into PythonDbg Log, last entry was Razed Event: (city name).

Example from AND2.0 game with save posted in AND2.0 Bug thread:

PY:City Acquired Event: Duisburg
PY:City Razed Event: Duisburg

Does anyone that worked ON Barb World for C2C remember what was done to fix this?

I would like to get the fix so I can get AND2.0 fixed for this Option. But I do not know Python or where to look for this problem in AND2.0 or it's solution in C2C.

I can get by these CTDs by finding the city about to be taken by the Barbs and doing 1 of 2 things: 1. eliminate the attacking barbs or 2. upping the city size to 2. This allows the game to proceed.

The 1st isn't good for the Barb World option, the 2nd still allows the Barbs to Raze the City but not cause a CTD.

Any help would be greatly appreciated.

JosEPh :)

That's a bug, post the save and dump in the bugs/crashes thread and we can fix it.
 
That's a bug, post the save and dump in the bugs/crashes thread and we can fix it.

Even if it's an AND2.0 save game and minidump?

Do you have the latest AND2.0 SVN version 597?

JosEPh
 
I was Hoping that the Python guys here would remember how this was fixed In C2C so I could port it over to AND2.0 SVN and get AND2.0 Fixed.

I need to know Where in the Python files the PY:City Razed Event: (City Name) lives. And why it's only affecting 1 pop cities.

JosEPh
 
@ DH:

I was just going over the NEW Warriors of Good and there was a few things i noticed, and a complete NEW few lines The_J put in that we dont have??

We have:
Code:
###WarriorsOfGod Monk Part2 Start ###		
	#~ strUnit = gc.getUnitInfo(unit.getUnitType()).getType()
	#~ CurrentUnit = gc.getInfoTypeForString(strUnit)
	elif (CurrentUnit == gc.getInfoTypeForString("UNIT_MONK")):

J has:

Code:
		###WarriorsOfGod Monk Part2 Start ###		
		strUnit = gc.getUnitInfo(unit.getUnitType()).getType()
		CurrentUnit = gc.getInfoTypeForString(strUnit)
		if (CurrentUnit == gc.getInfoTypeForString("UNIT_MONK")):

Now on the bottom of his new .py he has this?? Dont know if we need it or not??

Spoiler :
Code:
def cannotTrain(argsList):
	pCity = argsList[0]
	eUnit = argsList[1]
	bContinue = argsList[2]
	bTestVisible = argsList[3]
	bIgnoreCost = argsList[4]
	bIgnoreUpgrades = argsList[5]
	###WarriorsOfGod Monk Start ###
	if (eUnit == gc.getInfoTypeForString("UNIT_MONK")):
		iPlayer = pCity.getOwner()
		pPlayer = gc.getPlayer(iPlayer)
        	iReligion = pPlayer.getStateReligion()
        	if ((not pCity.isHasReligion(iReligion)==True) or (iReligion == -1)):
			return True
	###WarriorsOfGod Monk End ###
	###WarriorsOfGod Fanatic Start ###
	if (eUnit == gc.getInfoTypeForString("UNIT_FANATIC")):
		iPlayer = pCity.getOwner()
		pPlayer = gc.getPlayer(iPlayer)
		iReligion = pPlayer.getStateReligion()        		
		if ((not pCity.isHasReligion(iReligion)==True) or (iReligion == -1)):
			return True
	###WarriorsOfGod Fanatic End ###   
	return False

Just makes it so that Monks and Inquisitors can't be built in cities that don't have your state religion (or when you don't HAVE a state religion). A nice touch but not terribly critical. The better way to implement would be through creating a new Unit boolean tag that accomplishes the same effect for whatever unit was set to true there.

IMO, a nice touch but not HIGH on any priority list.
 
@ DH:

I was just going over the NEW Warriors of Good and there was a few things i noticed, and a complete NEW few lines The_J put in that we dont have??

We have:
Code:
###WarriorsOfGod Monk Part2 Start ###		
	#~ strUnit = gc.getUnitInfo(unit.getUnitType()).getType()
	#~ CurrentUnit = gc.getInfoTypeForString(strUnit)
	elif (CurrentUnit == gc.getInfoTypeForString("UNIT_MONK")):

J has:

Code:
		###WarriorsOfGod Monk Part2 Start ###		
		strUnit = gc.getUnitInfo(unit.getUnitType()).getType()
		CurrentUnit = gc.getInfoTypeForString(strUnit)
		if (CurrentUnit == gc.getInfoTypeForString("UNIT_MONK")):

Now on the bottom of his new .py he has this?? Dont know if we need it or not??

Spoiler :
Code:
def cannotTrain(argsList):
	pCity = argsList[0]
	eUnit = argsList[1]
	bContinue = argsList[2]
	bTestVisible = argsList[3]
	bIgnoreCost = argsList[4]
	bIgnoreUpgrades = argsList[5]
	###WarriorsOfGod Monk Start ###
	if (eUnit == gc.getInfoTypeForString("UNIT_MONK")):
		iPlayer = pCity.getOwner()
		pPlayer = gc.getPlayer(iPlayer)
        	iReligion = pPlayer.getStateReligion()
        	if ((not pCity.isHasReligion(iReligion)==True) or (iReligion == -1)):
			return True
	###WarriorsOfGod Monk End ###
	###WarriorsOfGod Fanatic Start ###
	if (eUnit == gc.getInfoTypeForString("UNIT_FANATIC")):
		iPlayer = pCity.getOwner()
		pPlayer = gc.getPlayer(iPlayer)
		iReligion = pPlayer.getStateReligion()        		
		if ((not pCity.isHasReligion(iReligion)==True) or (iReligion == -1)):
			return True
	###WarriorsOfGod Fanatic End ###   
	return False

I have not had time to look into this since you last mentioned it.:rolleyes: I commented (#~) out those lines in the first bit of code because they were being done twice when once is enough.

Just makes it so that Monks and Inquisitors can't be built in cities that don't have your state religion (or when you don't HAVE a state religion). A nice touch but not terribly critical. The better way to implement would be through creating a new Unit boolean tag that accomplishes the same effect for whatever unit was set to true there.

IMO, a nice touch but not HIGH on any priority list.

Oh, that is right Afforess made a tag so that we use instead for all unit that require a state religion present in the city. So we don't need that code SO or a new tag Tbrd;)

I have a problem with Barb World.

I know that there was a bug in Barb World that caused CTDs but was fixed here in C2C.

The CTD was generated when Barb unit(s) attacked a new/young city (almost always size 1 pop and always an AI city) destroyed the defender and then razed the city.

Example from an AND2.0 game with this problem:
Barb World On, when Barbs raze an AI city, especially a recently built city (size 1 pop) a CTD can occur.

Looking into PythonDbg Log, last entry was Razed Event: (city name).

Example from AND2.0 game with save posted in AND2.0 Bug thread:

PY:City Acquired Event: Duisburg
PY:City Razed Event: Duisburg

Does anyone that worked ON Barb World for C2C remember what was done to fix this?

I would like to get the fix so I can get AND2.0 fixed for this Option. But I do not know Python or where to look for this problem in AND2.0 or it's solution in C2C.

I can get by these CTDs by finding the city about to be taken by the Barbs and doing 1 of 2 things: 1. eliminate the attacking barbs or 2. upping the city size to 2. This allows the game to proceed.

The 1st isn't good for the Barb World option, the 2nd still allows the Barbs to Raze the City but not cause a CTD.

Any help would be greatly appreciated.

JosEPh :)

If it is a proper BUG conversion then the raise city code should be inside the python for the barb civ stuff. Do you have a PythonErr.log from that game and does it contain anything?
 
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